The Deep
"As long as we are together, then we'll never run out of problems"...
Experience the zen-like life of a deep sea luminescent creature. Feed yourself on plankton by wrapping your membrane around your prey and touching your orbs together. Look out for Squds, Craboids and Lumina Sharks. Eat enough plankton to make it to the next level.
Tip: Stay calm for greater results. Move too quickly and the plankton will be thrown out of your membrane.
Technical achievements:
The dual orb and membrane creature is a very accurate simulation of a cord under water. Nice and calming to watch just by itself.
Collection of the plankton was a big problem. How do you manage to work out whether plankton is inside or outside the membrane?
The solution: Upon each touching of an orb, a line is drawn around each point of the membrane. This line is joined to make a shape, this is then filled with a colour (red). The bounding box of this shape is calculated. If a plankton's coordinates arewithin the bounding box then the algorithm tests if those coords give a red result. If yes, the food is caught and therefore zapped. The drawn colour is then removed before display.
Audio Achievements:
Given the underwater theme, indeed deep sea theme: We wanted an underwater sound with an ambient feel. Much foley recording with our friend the blue bucket gave us all the material we needed.
- By Fish Don't Flock at 02/03/2009 - 00:55
- London, England
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A couple of the methods used within The Deep have been explained in the Flash Labs blog
The string underwater method and the plankton capture detection method were both at-the-GameJam innovations - so a little explanation may useful for some.
The source code is also available through this link.
=Very cool. Isn't very playable on my pre-dualcore computer, but felt like it would be quite fun if I had a better comp. Might try this game again later on a better comp. Good job.
On-Line version (No Download) of the game here:
http://www.swingpants.freehost10.com/the_deep.html
Check it out :)